The article has the characteristics of a preliminary writing about how to look at the trend of new archives 'fever' and 'impulsion' emerging around the domestic and foreign art world, which have not been paid much attention yet in the 'mainstream' archive research, and how to accept it independently. Specifically, this study aims to examine how archival art is involved in history and memory with aesthetic attitudes and methods through observation of recent tendency of domestic archive art, and what implications or influence the 'archival impulse' phenomenon in the art world can have on the research trend of 'archival studies.' First, I would like to look at the meaningful movement to reinterpret and actively accept archival impulses in concrete overseas cases, that is, the archive system of a public archive in the United States. This is followed by an attempt to explore the characteristics and characteristics of creative works that are carried out through the medium of archives, that has not yet reached the level of organization of specific archive methods but are sporadically attempted in the domestic art world. It examines how so-called 'archive artists' record unrecorded in a way that is not observed in the existing archival world, and how they summon and include excluded history in aesthetic language. In conclusion, this study explores the possibility of pulling the historical records of tradition out from archival boxes and reinterpreting them as living archives within the contemporary emotional structure from this new artistic trend called 'archival art'.
Journal of The Korean Association For Science Education
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v.33
no.7
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pp.1285-1299
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2013
Nurturing students' scientific creativity is considered an important element in science education in Korea. The study aims to explore patterns displayed by well-known scientists in their quest for problem finding. Each case of scientists' course of problem solving is described in terms of historical background, a process of problem finding, and a process of problem solving. There are five patterns from ten scientists which are as follows: Pattern 1 is that scientists find problems from insufficiencies and/or errors from explanation of theories at the time and the related cases are A. Lavoisier, G. Mendel, and J. Watson. Pattern 2 shows that scientists find a problem because of strange phenomena unexplained by theories at the time, and here important case studies are E. Rutherford and W. R$\ddot{o}$ntgen. Pattern 3 demonstrates that scientists find a problem from analogical reasoning between known theories and unknown science phenomena. The cases include S. Carnot and T. Young. Pattern 4 points to the fact that scientists find a problem while they utilize a newly invented experimental instrument. Here, G. Galilei is an important example. Pattern 5 establishes that scientists happen to find a problem while they conduct research projects. The works of M. Faraday and J. Kepler are prominent case studies related to this pattern.
Jeong Geuk-in was a poet of the early Joseon period. He lived for 45 years before Hangeul was published and 35 years afterwards. So, he wrote poetry both in Chinese and Korean. He was a creative writer who wrote Korean poems and songs. There were only a few works written in Korean including and before him. His Korean poems are , and . He created Korean poems and songs by unifying three literary forms of Sijo, Gyeong-gi-che-ga and Gasa. This study was intended to examine written in Korean. For the study, the form of the Bul-woo-heon-ga was analyzed and it was considered as Saseolsijo (a form of sijo with no restrictions on the length of the first two verses) for genre classification. However, it is generally thought that the Saseolsijo appeared in the seventeenth century. Therefore, this study is to explain the reason why Bul-woo-heon-ga is included in Saseolsijo. Another problem is that the writer of Bul-woo-heon-ga is not Jeong Geul-in, because of the fact that the speaker who appears in Bul-woo-heon-ga admired Jeong Geuk-in. In general, people do not admire themselves. As Jeong Geuk-in is a subject to be admired in the book, it is thought that the writer of the book is considered as one of his pupils or friends.
Contemporary art make-up is being widely developed in line with the trends of individualization and differentiation departing from basic desires or logical thinking about the desires of human beings who ultimately pursue beauty and experiencing diversified convergence and integration befitting customer needs. Cubism that has been playing a central role at the center of art history in the $20^{th}$ century can act as a good material based on creativity with regard to expression of the art make-up. In this regard, the study was focused on creating new concepts of design and novel areas of expression by combining expressive methods of cubism with art make-up to suggest an art mask. As for a method of the study, cubism and art make-up were examined based on preceding studies, Internet data and technical books, and the expression method of cubism was divided into plural points of view, partition of shape and collage and motivated the works of Picasso for the purpose of art mask-converged design. As a result of the study, it was found out that the expression method of cubism was applicable to the art make-up, and creative art make-up converged design could be generated to make a suggestion. In this regard, it is hoped that further studies will be facilitated and that this study can be instrumental in developing art make-up design.
From the aspect that design should respond to the necessity of various cultural bases, design is important to be grafted to Korean traditional culture. This circumstance leads this study to clarify the plan of multimedia contents development of 'paintings and original forms of shaman spirit' in Korean shamanism as one of realistic re-illumination works for Korean cultural original forms. The main study results are conduded as followings through literature reviews, internet searches and case studies. First, 'the planning process' necessary for the development of scenarios, characters and multimedia contents are suggested based on the establishment of hierarchy structure among shaman spirits which are classified into necromancer, human being, nature and life after death. Second, relating to execution of process above, it is suggested that 'the strategic. plan by business items and its genres' such as blessing fancy goods, characters for mobile or game, scenarios for game or animation, online digital exorcisms, e-cards, e-talismans and so on. Finally, as future industrialization concerns, 'the industrial development plan' is suggested which can be extended to scenario-based original businesses such as game scenarios for online or mobile and heroism fictions. The study results highlight the fact that multimedia design approach are considered for expanding the target and scope of creative material for Korean cultural original forms. Future researches, based on the results of the study, are expected to be expanded to the various designerly-thinking approaches into 'Shaman' themes and rather to be re-illuminated to the development of Korean cultural original forms as a nation's strategic standpoint.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.5
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pp.89-97
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2021
The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.
Through the design and production of works for the third semester as a major unit, It is proposed the process of satisfying the graduation standards with the design and production process of the drone which can be applied to various mobile environments. Using the shape of Ring Propeller, it is made to be able to play both the role of generating lift as a propeller and the role of a wheel that touches the ground through the surface of the rim. In addition, the Servo Motor is used to convert the drive shaft of the motor to the correct angle according to the command. Then, based on the idea, the 3D printing is implemented to confirm the result of the configuration, and the circuit for driving the propulsion is designed and manufactured. As a result, the conversion of the desired propulsion system during air navigation and operation failed due to the weight increase of the propellant. It is confirmed that the size of the thrust and the tolerance limit of the ring propeller are the errors. Through these processes, it has been recognized to have experience of creative thinking and cooperation through engineering approach and comprehensive design, and confirmed to satisfy the graduation criteria by writing an engineering paper on the result.
'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.
Journal of the Korean Institute of Landscape Architecture
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v.50
no.2
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pp.102-115
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2022
The purpose of this study is to present types of design concept based on the specificity of landscape design, and to derive a theoretical framework for the landscape design concepts by analyzing the design concepts appearing in urban park design competitions. Through literature review, five types of landscape design concepts were categorized into value and vision, analysis and interpretation, form and structure, program and element, and process and operation. Using this framework, the design concepts shown in 96 works submitted to 18 domestic and overseas urban park design competitions were analyzed. The results of the analysis are summarized as follows. First, due to the complexity of contemporary urban parks, design concepts are presented as mixtures of main concepts and secondary concepts in multiple layers. Second, it was identified that design concepts of 'form and structure' were used the most in urban park designs, followed by the 'program and element' concepts. The 'value and vision' and 'analysis and interpretive' concepts are introduced as third and fourth. Third, the reason that the 'form and structure' concept is widely used as main and secondary concepts is judged to be because the form of a space, which is the key result of the design, has an important influence on the identity of the design. Fourth, the reason that the 'program and element' concept type is widely introduced is that urban park design has a stronger planning aspect to produce programs during the design process, compared with other design fields where programs are usually given in advance. Lastly, it is difficult to see that the properties of the site solely affect the type of design concept, because a design concept is the result of a complex and creative process in which a designer subjectively interprets the objective characteristics of the site and project, and given design guidelines can affect the type of design concept.
Journal of the Korea Fashion and Costume Design Association
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v.24
no.2
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pp.97-115
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2022
The study aims to explore a new direction for research on buttons by understanding the functions and artistic features of buttons on Western clothing in the 18th and 19th centuries, and to use the findings to develop a textile design. In terms of the research method, the period was set in the 18th and 19th centuries, when decorative features and artistic values of buttons on Western clothing reached theirpeak, while theoretical analysis was made based on literature and previous research papers on Western clothing, websites of the Metropolitan Museum and French Museum of Decorative Arts and other website materials, as well as special exhibition materials of the National Museum of Modern and Contemporary Art. Textile designs were developed using computer programs, including Clip Studio Paint and Adobe Photoshop, by integrating the reinterpreted motif of buttons in the 18th and 19th centuries and the styles that prevailed at that time. The results are as follows. First, buttons on Western clothing had the following three functions: a practical function, a symbolic function representing the wearer's status, and a decorative function expressing individuality and beauty. Second, buttons in the 18th century were works of art made with various handicraft techniques and were an important medium that expressed the wearer's fashion sense. In addition, buttons in the 19th century were mass-produced as a result of industrialization and took a major step forward with the development of materials and dyeing. Buttons reflected themes of poetry, drama, biblical stories, music and art, lifestyle,, along with the political and social atmosphere that rapidly changed after the revolution and fashion trends. Third, the artistic features and shapes of buttons were reinterpreted to create a design motif, and the design was developed reflecting the characteristic elements of the rococo style of the 18th century and the art nouveau style of the 19th century that can conform to modern fashion, thereby rediscovering the artistic meaning and value implied in buttons. In the future, the research on creative buttons of 20th century artists is expected to be conducted from various perspectives.
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